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Decoy Badger
May 16, 2009
Non-player votes should only count in gladiator bouts. If those are still on the table.

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Rorahusky
Nov 12, 2012

Transform and waaauuuugh out!

PoptartsNinja posted:

Double Edit:
The end result is: it's much harder to fully immobilize a tank which makes them more useful but since tanks tend to have lower morale by default it's much easier to break them.

Makes sense. Unlike Mechwarriors, Tankers are far more acutely aware of the fact that they aren't Invincible Demigods of Destruction.

seaborgium
Aug 1, 2002

"Nothing a shitload of bleach won't fix"




PoptartsNinja posted:

There're only two major things:
- Vehicles can't carry combat computers, which means they can't carry advanced combat computers to reduce enemy move mods.
- Endo-Steel nerfing structure HP means no vehicles want it, so they don't have a reliable way to gain extra tonnage ('Mechs get access to the XL Gyro).

The combat computer thing is minor enough. I'm starting to feel like I should abandon combat computers and rebuild everything without them. I tend to forget they exist just often enough that they frustrate me. Removing Ferro and giving a big structure debuff to endo-steel means that saving weight is risky so I don't necessarily need to tie 'Mech weight up with equipment.

TLDR: I feel the combat computer is solving a problem that no longer exists since Endo Steel carries a durability penalty and XL Gyros are risky, and may drop them. Thoughts?

The combat computers remove a lot of piloting skill checks correct? You could just give a bonus to any Newtech 'mechs piloting skills unless the sensors get hit or they're hit with a TSEMP.

I'd say a specific item for dealing with movement mods, but how to make it balanced and not forgettable is still a problem. If you went with an item for dealing with movement mods, you could do it like gyros where the weight is dependent on the size of the 'Mech.

As for voting, I think it should be players only but the thread gets tiebreaker. More fair to the people actually involved.

Xarn
Jun 26, 2015

Decoy Badger posted:

Non-player votes should only count in gladiator bouts. If those are still on the table.

Having the thread spectators vote in a Solaris arena match sounds pretty good.

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat

seaborgium posted:

I'd say a specific item for dealing with movement mods

The solution to this is to build it into TAG, since an advanced combat computer always weighs 1 ton more than a basic one (2 tons for Light 'Mechs, 5 tons for Assaults), and in a way it already kinda is since TAG gives a -1 bonus to a follow up attack from guided munitions.

I'm pretty ok with lasers, TAG LRMs, and Autocannon cluster munitions being the de-facto "answer" to fast-moving light 'Mechs.

If I wanted to give TAG a boost, I could swap it from a -1 to negating the target's move mod on a successful hit. I think that's fair since it's the only two-step process and you still have to hit with the TAG, but if I did make that change TAG hits would also need to become a 1 hit benefits 1 launcher deal. Edit: that becomes a nightmare pretty quickly so it's probably not going to change.

PoptartsNinja fucked around with this message at 19:55 on Jun 20, 2021

Strobe
Jun 30, 2014
GW BRAINWORMS CREW
I'd probably rework a tracked vehicle to be immobilized on a 12 only on a perfect setup (from side) and just scale the entire table differently from there. And make Wheeled +1 and Hover +2 instead of the current +2/+3.

Which would look essentially like:

2-9: no MP loss
10-11: -1 MP
12-13: half MP
14+: Immobilized

That'd make hovercraft getting flanked a 1/6 chance to be immobilized instead of the current 58% chance and make an MBT very difficult to slow down.

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
Repossession 15
Vote Results
1A) Negotiate with the CCAF – 0 player votes
1B) Bloody their noses and escape – 2 player votes
Abstained / Did Not Respond – 2 players



“Team Venom to DropShip Command, be advised: at this point the mercenaries have not responded to our hails. While they have done a great service to the Capellan Confederation by eliminating the Hellespont’s Taurian defenders on our behalf—”

The Capellan commander’s broadcast brought a scowl to Dekker’s thin lips. Wizened and wrinkled, her knew what was coming. Their initial query had been intended to provoke Alexandria to hostility or, barring that, silence. The Capellans had hated mercenaries ever since a rogue band murdered the current Chancellor’s grandfather. To a junior officer, even mercs who were essentially state-owned like the Marauders were fair game. The Confederation may not have feared a reprisal from the Aurigan Reach but they did still follow the same basic tenants of the Ares Convention as the rest of the Inner Sphere. If it came to a military tribunal, the Marauders would be listened to and likely expatriated with remuneration. ComStar’s MRB may not have had any power in the Confederation, but the Capellans still grudgingly considered their contracts valid.

“—at this time, we can only take their continued silence and failure to submit a valid MRB commission for review as a sign of hostility. As acting governor of Hellespont, I can only assume that all unaffiliated hostile units are here as terrorists and cannot afforded the protections offered by the Ares conventions.”

“What th’ hell does that mean?” Clambake drawled.

“poo poo, Marauders, all bets are off,” Dekker howled. “The new governor just declared she can execute us even if we surrender without a fight. We need to put one of them down and run while the rest play Search and Rescue.”

Clambake protested, “What about Alexandria?”

“She knew the risks. She’s a noble, the Capellans will ransom her,” Dekker replied grimly. “Probably.”







Movement Phase
SDR-17K Venom (Player)
[Combat Intuition]
- Fires Medium Laser at Shadow Hawk (3 base + 0 range + 2 movement + 2 enemy movement + 1 heat - 1 laser = 7): rolled 8, hit Left Leg (0/16 armor, 12/13 structure remaining)! Crit!
- Fires Medium Laser at Shadow Hawk (3 base + 0 range + 2 movement + 2 enemy movement + 1 heat - 1 laser = 7): rolled 7, hit Left Leg (5/13 structure remaining)! Crit!
- Gains 16 heat, sinks 19! Overheating!


Shooting Phase
SDR-17K Venom (Player)
- [Combat Intuition]
- Gains 16 heat, sinks 19! Overheating!

JKR-80T Jackrabbit (Player)
- Fires SRM-4 (Streak) at Shadow Hawk (3 base + 1 range [sniper] + 2 movement + 2 enemy movement = 8): rolled 9, 4 missiles hit Left Torso (5/18 armor remaining), Left Torso (3/18 armor remaining), Right Leg (7/13 structure remaining (Crit!)), Left Leg (3/13 structure remaining (Crit!))!
- Gains 5 heat, sinks 7!

Tiburon (Export Version) (Player)
- Fires Medium Laser at Locust (3 base + 0 range + 2 movement + 4 enemy movement - 1 laser = 8): rolled 10, hit Rear Center Torso (0/2 armor, 1/6 structure remaining)! Crit!
- Fires Medium Laser at Locust (3 base + 0 range + 2 movement + 4 enemy movement - 1 laser = 8): rolled 9, hit Rear Left Torso (0/2 armor, 0/5 structure remaining)! Torso destroyed! Left arm blown off! XXL Engine Crippled!
- Gains 14 heat, sinks 18!

VND-9L Vindicator (Player)
- Torso-twists to threaten hex 1629!
- Fires Plasma Rifle at Shadow Hawk (2 base + 0 range + 2 movement + 2 enemy movement + 1 heat = 7): rolled 7, hit Head (0/9 armor, 2/3 structure remaining)! Pilot hit! TAC! Crit!
- Fires Small Laser at Shadow Hawk (2 base + 0 range + 2 movement + 2 enemy movement + 1 heat - 1 laser = 6): rolled 9, hit Center Torso (0/23 armor, 17/18 structure remaining)! Crit!
- Gains 17 heat, sinks 14! Overheating!

Locust
- Reverses arms!
- Fires Medium Laser at Tiburon (3 base + 0 range + 2 movement + [2] enemy movement + 1 heat - 1 laser = 7): rolled 8, hit Right Torso (0/12 armor, 0/8 structure remaining)! Torso destroyed! Right arm blown off! 2x Engine Hits!
- - 3 damage transfers to Center Torso (4/16 armor remaining)!
- Fires Medium Laser at Tiburon (3 base + 0 range + 2 movement + [2] enemy movement + 1 heat - 1 laser = 7): rolled 10, hit Center Torso (0/16 armor, 8/11 structure remaining)! Crit!
- Fires Small Laser at Tiburon (3 base + 0 range + 2 movement + [2] enemy movement + 1 heat - 1 laser = 7): rolled 8, hit Right Leg (6/16 armor remaining)!
- Fires Small Laser at Tiburon (3 base + 0 range + 2 movement + [2] enemy movement + 1 heat - 1 laser = 7): rolled 7, hit Right Arm Center Torso (3/11 structure remaining)! Crit!
- Gains 26 heat, sinks 7! Overheating!

Shadow Hawk
Fires Medium Laser at Jackrabbit (3 base + 0 range + 2 movement + 2 enemy movement - 1 laser = 6): rolled 8, hit Left Arm (0/7 armor, 0/4 structure remaining)! Left arm blown off!
- - 1 damage transfers to Left Torso (9/10 armor remaining)!
- Gains 9 heat, sinks 10!

TDF Foot Platoon #1
- Hold fire!

TDF Foot Platoon #2
- Hold fire!

TDF Anti-Mech Jump Platoon
- Fire Snub-Nose Pulse Lasers and Heavy Grenade Launchers at Vindicator (4 base + 0 range + 1 enemy movement = 5): rolled 10, with a cluster roll of 7: 10 troopers hit for (10 * 1.15 = 11) damage to Head (0/3 cowl, 7/9 armor remaining (Pilot hit!), Rear Left Torso (1/6 armor remaining), Right Arm (8/14 armor remaining)!


Shooting End Phase:
Shadow Hawk
- Must pass a 5+ consciousness test: rolled 2, failed!
- Critical chance in Left Leg: rolled 6, no critical hit sustained!
- Critical chance in Left Leg: rolled 7, no critical hit sustained!
- Critical chance in Right Leg: rolled 5, no critical hit sustained!
- Critical chance in Left Leg: rolled 10, 2 critical hits sustained!
- - Hip damaged! MP Halved!
- - Left Lower Leg damaged! No Effect!
- Through-armor critical chance in Head: rolled 6, no critical hit sustained!
- Critical chance in Head: rolled 9, 1 critical hit sustained!
- - Life Support offline!
- Must pass a piloting test or fall (4 base + 2 actuator damage + gyro damage + leg damaged in melee = ): automatic failure!
- Must pass a piloting test to avoid pilot damage (4 base + actuator damage + gyro damage + leg damaged in melee + 2 avoiding pilot damage = ): automatic failure! Pilot hit!
- Suffers 5 damage in the fall to Left Leg (0/13 structure remaining)! Leg blown off! 'Mech destroyed!

Locust
- Critical chance in Center Torso: rolled 11, 2 critical hits sustained!
- - XXL Engine destroyed! 'Mech destroyed!
- - XXL Engine already destroyed!

Tiburon (Player)
- Critical chance in Center Torso: rolled 6, no critical hit sustained!
- Critical chance in Center Torso: rolled 12, 3 critical hits sustained!
- - XL engine damaged!
- - XL gyro damaged!
- - XL gyro damaged!
- Must pass a piloting test or fall (4 base + 2 gyro damage = 6): rolled 5, failed!
- Must pass a piloting test to avoid pilot damage (4 base + 2 gyro damage + 2 avoiding pilot damage = 8): rolled 5, failed!
- Must pass a 6+ guts test: rolled 9, succeeded!
- Suffers 3 damage in the fall to Center Torso (0/11 structure remaining)! 'Mech destroyed!

Vindicator (Player)
- Must pass a 5+ consciousness test: rolled 4, failed!


Turn End Phase:
Vindicator (Player)
- Must pass a 4+ test to avoid automatic shutdown: automatic failure!


Next Turn’s Movement Phase
TDF Anti-Mech Jump Platoon
- Retain ACE status!

Shanliang #1
- Drop off in hex 1626!

Shanliang #2
- Drop off in hex 1330!




Map Link


Primary Objective
- Destroy all enemy BattleMechs (Complete!)
- Destroy one Capellan BattleMech and at least one ‘Mech must escape on the Hysteria (0/1, 0/1)!

Secondary Objectives
- Destroy Demolisher Devastator Tank (Complete!)
- Destroy or drive off enemy vehicles (Complete!)

Tertiary Objectives
- Crush something with the Hysteria (Complete!)
- Hysteria Radio Repaired: (Complete!)


Player Status:



OpForce Status:


CCAF Status:



Special Rules
- Marksman SPA: When a unit with the Marksman remains stationary and fires a single weapon that does 10 damage or less, a successful attack always results in an automatic Through-Armor Critical chance.
- Human TRO: A unit with the Human TRO SPA automatically identifies enemy units in Line of Sight, if their identities and capabilities would normally be hidden. Once per game, a Mechwarrior with the Human TRO SPA may specify a single weapon. An attack made with that weapon that successfully strikes an enemy target scores an automatic Through-Armor Critical chance.
- Combat Intuition: A unit with Combat Intuition automatically resolves all of its shooting attacks in the movement phase. Enemy units that do not also have Combat Intuition suffer the effects of these attacks immediately. A unit with Combat Intuition may voluntarily choose to delay their attack to the normal shooting phase.
- Melee Specialist: A unit with Melee Specialist applies a -1 bonus ToHit with all melee attacks.
- Fist Fire: A unit with fist fire receives a -1 bonus ToHit with all point-blank weapon attacks, and may include all arm-mounted weapons with the Melee tag during the attack.
- Sniper: A unit with the Sniper SPA reduces the ToHit penalty for medium range by 1, and the ToHit penalty for long range by 2.
- Crushing Extraction: Once per game, any player may call on Langton for extraction. The player calling to withdraw chooses a target hex for the Hysteria to land in. If a unit occupies the designated hex, it will be instantly destroyed when the Hysteria lands. Players may only extract from hexes adjacent to the Hysteria.


Orders Due: Any Time On Saturday!

PoptartsNinja fucked around with this message at 23:15 on Jun 20, 2021

Cooked Auto
Aug 4, 2007

Well that's a bit of an unexpected complication.

PlasticAutomaton
Nov 12, 2016

Artoria Pendonut


Well, poo poo. The Taurians really did say gently caress you on their way off the field.

Ronin Of Dreams
Oct 9, 2012

Even Death laughs when the nukes begin to rain.
Does Extraction happen as part of movement, or at the conclusion of the round? The Vindy has a jump into Grave Danger to 1329 that would result in a backshot, but would have to survive some potent danger to extract if it is at the conclusion of the round. Emphasis on Grave Danger there. But it would be amusing to tweak the collective noses by getting the Vindicator out.

Jackrabbit is unlikely to be able to extract. Being down to the LGR alone is also not terribly helpful for this, but hey, at least CapCon OpFor is all in Lights too, so I won't count my contributions as out yet. And go figure, the rounds I exposed myself to lasers are the rounds where I get mauled. Ah well.

Time for zoot, scoot, and sniper till I'm run down and/or out of ammo I suppose. Call the target for retribution, Coffee and thiswayliesmadness, and I'll see what I can do to make it work.

Gwaihir
Dec 8, 2009
Hair Elf
I think if you all gang up on the Gun with the stealth armor, you have a good chance of OHKO-ing it. It's only got a +1 move mods, and barely any armor or structure.

Stravag
Jun 7, 2009

Oh no! Well atleast we killed the Shawk and locust

thiswayliesmadness
Dec 3, 2009

I hope to see you next time, and take care all

Gwaihir posted:

I think if you all gang up on the Gun with the stealth armor, you have a good chance of OHKO-ing it. It's only got a +1 move mods, and barely any armor or structure.

How does stealth armor work in the PTNverse? It's going to have a bonus there and I'd like to know what it's going to be. Plus the Angel ECM.

Even the one with laser resistant armor doesn't have much of it, and it's only got a +2 move mod. Internals shouldn't have resistance once we cut through that thin armor. It's in a better arc for more people to fire at and escape. That's our mark I'd say.

Ronin's got dibs on the 1329 slot. I can do an odd run around to 1529 or 1530 and end up with a +3 move mod. I'd like to end up at 1529 and unload my pulse lasers into the Gun Prime. It can do the same, but we're on a bit of a hail Mary to get out with our rides intact here.

Stravag died finally stomping that locust. Everything that died this turn, did so pretty epically. Where did you want to end up Coffee?

Edit: 1329 is the only rear shot out of the 3 escape slots. The other two would be on the right side. I could try to push our luck and disable the Prime before it reacts from 1329 if Ronin doesn't want to be there. My lasers won't be as hot it's front armor. Probably a better slot for his weapon ranges though.

thiswayliesmadness fucked around with this message at 04:45 on Jun 21, 2021

CoffeeQaddaffi
Mar 20, 2009
I could have sworn I voted 1A, but it was in the thread and not the orders for the turn.

Either way, I'm out cold both pilot and mech. Which means I'm not doing much this turn, right?

Stravag
Jun 7, 2009

Make sure you submit orders just incase you roll back to conscious. I think if you careful stand you dont have a roll to stand but it eats your whole turn

Ronin Of Dreams
Oct 9, 2012

Even Death laughs when the nukes begin to rain.

thiswayliesmadness posted:

Ronin's got dibs on the 1329 slot. I can do an odd run around to 1529 or 1530 and end up with a +3 move mod. I'd like to end up at 1529 and unload my pulse lasers into the Gun Prime. It can do the same, but we're on a bit of a hail Mary to get out with our rides intact here.

Looks like 1530 is slightly more safe for odds of you extracting after unloading, as it only can reach out with it's Plasma Rifle. But then you lose your Pulse Lasers. Which is gambling, but up to you.

As for 1329! That puts me in BA attack range in addition to three mechs for a potential total of 2 Large Lasers, a TSEMP, and whatever nastiness the BA chooses to utilize. Plus or minus a kick. With a +2 move mod. So far that's not worked out for the Jackrabbit, but it probably *is* the only way the Jackrabbit could extract at all. Oh, and the TDF Anti-Mech Platoon is there. Still with ACE. So that's a variable threat as well.

(To be fair, there's not really a spot where I won't be taking at least 1 Large Laser shot. It's not a question of what will do the Jackrabbit in, it's how long it'll take...and that might just be one hit.)

I was not joking about 1329 being a Grave Danger location. So it more becomes a question of if we both attempt to extract despite the danger, since the upside is the Slug round can pretty much ruin any Torso location on the Gun Prime. So can either of your Med Lasers. But I have other options to take backshots on the Gun Prime from longer ranges so we could both try for it? Still. Grave Danger location remains pretty grave and pretty dangerous.

Your Call here between Double Rear Arc hail mary or Double Extract attempt. I'm game, and ICly, it makes sense for Dekker to Call the Ball with Glitch currently taking a nap. Speaking of...

Stravag posted:

Make sure you submit orders just incase you roll back to conscious.

Ahhhhhhhhhhhhhhh. I had overlooked Coffee getting KO'd when I originally read the update. This makes it all that much difficult.

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
KO'd and auto-shutdown.

thiswayliesmadness
Dec 3, 2009

I hope to see you next time, and take care all

PoptartsNinja posted:

KO'd and auto-shutdown.

Crap. I hadn't noticed it was that bad. It's really just the two of us trying to take out a mech in one turn eh? Well shazbot...

I'll have Dekker make the suicide play; Run him up behind the Prime and unload everything I can point blank into it's rear. You have enough movement to run around to the right side of the ship, take the safer 1530 slot and fire. Hopefully you'll make it home here and we'll meet again on another battlefield!

Edit: Orders are in! Good luck fellow Merc!

thiswayliesmadness fucked around with this message at 20:38 on Jun 21, 2021

CoffeeQaddaffi
Mar 20, 2009

thiswayliesmadness posted:

Crap. I hadn't noticed it was that bad. It's really just the two of us trying to take out a mech in one turn eh? Well shazbot...

I'll have Dekker make the suicide play; Run him up behind the Prime and unload everything I can point blank into it's rear. You have enough movement to run around to the right side of the ship, take the safer 1530 slot and fire. Hopefully you'll make it home here and we'll meet again on another battlefield!

Edit: Orders are in! Good luck fellow Merc!

Yeah, me getting TKO'd for this turn is ah, problematic at best. I'll submit for loading up if I wake up before y'all leave. This went pear-shaped quick and was up to an oopsie-doodle of a vote. But that was not a great turn of rolls for us, regardless of the vote.

This has been a great mission.

evilmiera
Dec 14, 2009

Status: Ravenously Rambunctious
It has certainly been a fun one. Whatever happens, it's been glorious.

CoffeeQaddaffi
Mar 20, 2009
The Capellans want this mech, they can hose me out of it.

Ronin Of Dreams
Oct 9, 2012

Even Death laughs when the nukes begin to rain.

thiswayliesmadness posted:

Crap. I hadn't noticed it was that bad. It's really just the two of us trying to take out a mech in one turn eh? Well shazbot...

I'll have Dekker make the suicide play; Run him up behind the Prime and unload everything I can point blank into it's rear. You have enough movement to run around to the right side of the ship, take the safer 1530 slot and fire. Hopefully you'll make it home here and we'll meet again on another battlefield!

Edit: Orders are in! Good luck fellow Merc!

Dekker will be Remembered. Assuming this last ditch play of ours pays off well enough in terms of survival. Orders in and we'll see how things go!

It's been a blast to serve!

CoffeeQaddaffi posted:

The Capellans want this mech, they can hose me out of it.

Amen to that! Godspeed, and hopefully you come to in time to take some of them down alongside Glitch. Even if it's just a lucky sidearm round when they try to pry open the cockpit.

Volmarias
Dec 31, 2002

EMAIL... THE INTERNET... SEARCH ENGINES...
:drat:

This round brought all of the crits we've been waiting for. Good luck, goonlance, you're going to need it.

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
Repossession 16
“Gods—I see why the Capellan Confederation went all in on those,” Dekker breathed as a squad of six Capellan soldiers in BattleArmor weathered an assault from the remains of the Taurian jump platoon and scythed through their number with rapid-fire blasts of their pulse lasers. Taurian infantry armor was good, but it hardly made a difference.

The side of the Flea-analogue in front of him buckled with a single swing of the Venom’s fist. The fragility was due to more than just a weight difference—the Capellans must have opted for Endo Steel to save weight. Dekker tried to synch his external cameras to the Hysteria, but couldn’t—the Capellan jamming was just too intense.

“It’s like the BattleMech version of an APC,” the sudden realization gave Dekker pause. From what Dekker had learned from his long-time Jane’s Fighting BattleMechs subscription, BattleArmor typically hated riding ‘Mechs into combat. Big ‘Mechs could be a chore to mount in a hurry, and hanging onto support rungs was a lot of stress on the arms and legs. Even if they locked their armor’s limbs failed to ameliorate those stresses completely, especially on a fast ‘Mech that could rattle them around endlessly. That would be less of a concern on such a slow ‘Mech—the little twenty-tonner was low to the ground and easily mounted, it featured a broad flat back that made riding easier, and it was just fast enough to keep up with most heavy ‘Mechs, keeping the infantry from outpacing their heavier support. Those ‘Mechs weren’t front-line combattants, the fact that the Lamia had deployed them so close was a huge tactical blunder. All the more reason to get out and sell the battleroms to the highest bidder—the Free Worlders, the Federated Suns, the Sea Foxes—whoever would pay more for the information.

“poo poo, my systems are shutting down!” Clambake howled, his transmission filling with static.

“Get into the Hysteria, kid!” Dekker ordered as his target broke into a sprint. “We’ll handle this.”

“I’m awake—” Glitch sounded groggy. “Woah. What’d I miss?”







Movement Phase
SDR-17K Venom (Player)
[Combat Intuition]
- Fires Medium Laser at Gùn Prime (3 base + 0 range + 2 movement + 2 enemy movement + 1 heat - 1 laser = 7): Rolled 7, hit Right Arm (1/5 armor remaining)!
- Fires Medium Laser at Gùn Prime (3 base + 0 range + 2 movement + 2 enemy movement + 1 heat - 1 laser = 7): rolled 5, missed!
- Fires Pulse Laser at Gùn Prime (3 base + 0 range + 2 movement + 2 enemy movement + 1 heat - 1 laser = 7): Rolled 10, hit Rear Left Torso (0/1 armor, 2/3 structure remaining)! Crit!
- Fires Pulse Laser at Gùn Prime (3 base + 0 range + 2 movement + 2 enemy movement + 1 heat - 1 laser = 7): Rolled 5, missed!
- Gains 22 heat, sinks 19! Overheating!


Shooting Phase
SDR-17K Venom (Player)
- [Combat Intuition]
- Gains 22 heat, sinks 19! Overheating!

JKR-80T Jackrabbit (Player)
- Fires Light Gauss Rifle at Gùn Prime (3 base + 0 range + 2 movement + 2 enemy movement = 7): rolled 7, hit Right Torso (1/7 armor remaining)! TAC!
- Gains 5 heat, sinks 7!

VND-9L Vindicator (Player)
- Shut Down!
- Gains 0 heat, sinks 14!

TDF Foot Platoon #1
- Hold fire!

TDF Foot Platoon #2
- Hold fire!

TDF Anti-Mech Jump Platoon
- Fire Snub-Nose Pulse Lasers and Heavy Grenade Launchers at Shanliang Team #1 (4 base - 1 range + 0 enemy movement = 3): rolled 4, with a cluster roll of 5: 10 troopers hit for (10 * 1.15 = 11) damage to Trooper 1 (3/8 armor remaining), Trooper 5 (3/8 armor remaining), Trooper 5 (2/8 armor remaining)!

Gùn Prime
- Torso-twists to threaten hex 1727!
- Fires Plasma Rifle at Venom (3 base + 0 range + 2 movement + 3 enemy movement - 1 improved targeting (short) - 1 focus = 6): rolled 5, missed!
- Gains 12 heat, sinks 10! Overheating!

Gùn B
- Fires TSEMP Cannon at Jackrabbit (3 base + 0 range + 1 movement + 2 enemy movement - 1 improved targeting (short) - 1 focus = 4): rolled 12, hit!
- Gains 11 heat, sinks 10! Overheating!

Yinghuochong
- Fires Large Laser at Venom (3 base + 0 range + 3 movement + 3 enemy movement - 1 laser - 1 improved targeting (short) - 1 focus = 6): rolled 8, hit Left Arm (0/8 armor, 2/6 structure remaining)! Crit!
- Gains 14 heat, sinks 11! Overheating!

Raven II
- Fires Large Laser at Vindicator’s Rear Center Torso (3 base + 0 range + 2 movement + 0 enemy movement - 1 laser - 1 focus - 4 target immobilized = -1): automatically hit, rolled 10 to confirm! Hit Rear Center Torso (3/9 armor remaining)!
- Gains 12 heat, sinks 11! Overheating!

Shanliang Team #1
- Fire Pulse Lasers at TDF Anti-Mech Jump Platoon (3 base - 1 range + 0 enemy movement - 1 laser = 1): automatically hit with a cluster roll of 4: 3 troopers hit for (3 * 3 + 9 = 18 damage) to Squad 1 (3/5 armor, 7
/10 troopers remaining), Squad 2 (0/10 troopers remaining), Squad 3 (1/5 armor, 3/10 troopers remaining), Squad 1 (6/10 troopers remaining)!
- Fire Pulse Lasers at TDF Anti-Mech Jump Platoon (3 base - 1 range + 0 enemy movement - 1 laser = 1): automatically hit with a cluster roll of 7: 4 troopers hit for (4 * 3 + 15 damage = 25 damage) to Squad 1 (1/5 armor, 3/10 troopers remaining), Squad 3 (0/5 armor, 0/10 troopers remaining), Squad 1 0/5 armor, 0/10 troopers remaining)! Squad destroyed!

Shanliang Team #2
- Initiate boarding procedures (1/3 turns remaining)!


Shooting End Phase:
Gùn Prime
- Critical chance in Left Torso: rolled 9, 1 critical hit sustained!
- - Critical hit transfers to Center Torso!
- - - XL Gyro damaged!
- Through-armor critical chance in Right Torso: rolled 6, no critical hits sustained!
- Must pass a piloting test or fall (4 base + 1 gyro damage = 5): rolled 8, succeeded!

Venom
- Critical chance in Left Arm: rolled 9, 1 critical hit sustained!
- - Left shoulder actuator damaged!


Physical Combat Phase:
Spider
- Punches Gùn Prime (3 base + 2 movement + 2 enemy movement + 1 no battle computer = 8): rolled 8, hit Rear Right Torso (0/1 armor, 0/3 structure remaining)! Torso destroyed! Right arm blown off!
- - 3 damage transfers to Rear Center Torso (0/1 armor, 1/3 structure remaining)! Crit!


Physical Combat End Phase:
Gùn Prime
- Critical chance in Center Torso: rolled 6, no critical hits sustained!
- Must pass a guts test to avoid forced withdrawal (6 base + 1 critical damage = 7): rolled 8, succeeded!


Turn End Phase:
Jackrabbit (Player)
- Extracts into the Hysteria!

Vindicator (Player)
- Must pass a 5+ consciousness test: rolled 8, succeeded!
- Powers up!


Next Turn’s Movement Phase
Shanliang Team #1
- Enemy ‘Mech within movement range, gain ACE status!

Shanliang Team #2
- Enemy ‘Mech within movement range, gain ACE status!




Map Link


Primary Objective
- Destroy all enemy BattleMechs (Complete!)
- Destroy one Capellan BattleMech and at least one ‘Mech must escape on the Hysteria (0/1, 1/1)!

Secondary Objectives
- Destroy Demolisher Devastator Tank (Complete!)
- Destroy or drive off enemy vehicles (Complete!)

Tertiary Objectives
- Crush something with the Hysteria (Complete!)
- Hysteria Radio Repaired: (Complete!)


Player Status:



OpForce Status:


CCAF Status:



Special Rules
- Marksman SPA: When a unit with the Marksman remains stationary and fires a single weapon that does 10 damage or less, a successful attack always results in an automatic Through-Armor Critical chance.
- Human TRO: A unit with the Human TRO SPA automatically identifies enemy units in Line of Sight, if their identities and capabilities would normally be hidden. Once per game, a Mechwarrior with the Human TRO SPA may specify a single weapon. An attack made with that weapon that successfully strikes an enemy target scores an automatic Through-Armor Critical chance.
- Combat Intuition: A unit with Combat Intuition automatically resolves all of its shooting attacks in the movement phase. Enemy units that do not also have Combat Intuition suffer the effects of these attacks immediately. A unit with Combat Intuition may voluntarily choose to delay their attack to the normal shooting phase.
- Melee Specialist: A unit with Melee Specialist applies a -1 bonus ToHit with all melee attacks.
- Fist Fire: A unit with fist fire receives a -1 bonus ToHit with all point-blank weapon attacks, and may include all arm-mounted weapons with the Melee tag during the attack.
- Sniper: A unit with the Sniper SPA reduces the ToHit penalty for medium range by 1, and the ToHit penalty for long range by 2.
- Crushing Extraction: Once per game, any player may call on Langton for extraction. The player calling to withdraw chooses a target hex for the Hysteria to land in. If a unit occupies the designated hex, it will be instantly destroyed when the Hysteria lands. Players may only extract from hexes adjacent to the Hysteria.


Orders Due: Any Time On Saturday!

Gwaihir
Dec 8, 2009
Hair Elf
Nice, home stretch y'all.

Glitch can back up one hex and extract in to the hysteria, and Dekker should be good to finish off the damage Gun, then use his absurd speed to get out himself.

SIGSEGV
Nov 4, 2010


Extraction doesn't seem to eat the shooting phase so she can probably leave behind some love and care for the Capellans.

wedgekree
Feb 20, 2013
Think you can get the Cappy Scalp before you all run?

thiswayliesmadness
Dec 3, 2009

I hope to see you next time, and take care all
Grah! drat thing has 1 structure left on it's center torso! I will make sure my team is getting out of here. With my heat and 14 movement I can get behind the Gun Prime again. It -needs- to die this turn since our ship is being boarded.

At least one of our mechs got on board and the KO'd pilot woke up.

thiswayliesmadness fucked around with this message at 03:20 on Jun 24, 2021

Stravag
Jun 7, 2009

Good luck remnants of goodlance! Get that final kill and bail while chanting "neener neener neener"

Artificer
Apr 8, 2010

You're going to try ponies and you're. Going. To. LOVE. ME!!
The Hysteria is being boarded? That sounds very bad.

Chronojam
Feb 20, 2006

This is me on vacation in Amsterdam :)
Never be afraid of being yourself!


The ship taking off while people are trying to climb inside also sounds bad, for those people

Keru
Aug 2, 2004

'n suddenly there was a terrible roar all around us 'n the sky was full of what looked like 'uge bats, all swooping 'n screeching 'n divin' around the ute.

Artificer posted:

The Hysteria is being boarded? That sounds very bad.

The boarding action also takes place during the Shooting phase, which is before the End Turn phase where people actually extract, so I wouldn't want to chance taking more than 1 more turn to get out of dodge.

thiswayliesmadness
Dec 3, 2009

I hope to see you next time, and take care all
Put my orders in. Doing a run about behind the Gun Prime and unloading everything into it to hopefully finish it off this turn. Dekker's likely not getting on board, but I kind of expected that. Been a great mission though and a neat twist at the end!

AAAAA! Real Muenster
Jul 12, 2008

My QB is also named Bort

Not to distract on the situation at hand for the players, but I am curious if anyone reading this thread would know of a good place to find resources/info that would help me build a Clan Invasion campaign for tabletop? My buddy just bought the Clan Invasion expansion for the reprinted core Battletech tabletop rules; he usually runs the campaigns but I would like to try my hand at building a thing where the players are playing pilots in a Binary or Trinary that is part of the initial invading Clan forces and I will control the poor mooks that they are murderizing. It wouldnt really be "roleplaying" as I wouldnt do any stats or much else outside standard stuff that is used battle, except for maybe letting the players decide on if they would want to bid less than their total force so they would earn more "honor points" which they can use to acquire better mechs or something. Following Zellbrigen or whatever it is would also be a soft rule where I would have them earn more honor points if they observe it.

I would also be open to suggestions on other neat mechanics or things to do to make the campaign interesting. We've done a lot of 3025 tech fighting so even though none of us are clan fanbois it will be nice as a change of pace. And I know I would enjoy trying to set up scenarios where the IS defenders have a good plan but just get overpowered by the superior clan tech and whatnot.

evilmiera
Dec 14, 2009

Status: Ravenously Rambunctious

AAAAA! Real Muenster posted:

Not to distract on the situation at hand for the players, but I am curious if anyone reading this thread would know of a good place to find resources/info that would help me build a Clan Invasion campaign for tabletop? My buddy just bought the Clan Invasion expansion for the reprinted core Battletech tabletop rules; he usually runs the campaigns but I would like to try my hand at building a thing where the players are playing pilots in a Binary or Trinary that is part of the initial invading Clan forces and I will control the poor mooks that they are murderizing. It wouldnt really be "roleplaying" as I wouldnt do any stats or much else outside standard stuff that is used battle, except for maybe letting the players decide on if they would want to bid less than their total force so they would earn more "honor points" which they can use to acquire better mechs or something. Following Zellbrigen or whatever it is would also be a soft rule where I would have them earn more honor points if they observe it.

I would also be open to suggestions on other neat mechanics or things to do to make the campaign interesting. We've done a lot of 3025 tech fighting so even though none of us are clan fanbois it will be nice as a change of pace. And I know I would enjoy trying to set up scenarios where the IS defenders have a good plan but just get overpowered by the superior clan tech and whatnot.

I don't have that information but I wholeheartedly support this.

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat

AAAAA! Real Muenster posted:

Not to distract on the situation at hand for the players, but I am curious if anyone reading this thread would know of a good place to find resources/info that would help me build a Clan Invasion campaign for tabletop?

I've got some thoughts on this, but they're somewhat disjointed. I'll see if I can't put them down as a mini-ruleset. I made this with Alpha Strike in mind, but it'd be pretty easy to port to standard play.

Short version:
- Currency is Honor. Everything costs honor.

- Players earn 1-3 honor for completing missions (1 if they drop knowing they'll outclass the OpForce, 3 if they drop knowing the OpForce will outclass them, 2 if they push for an even fight).
- - Players can score one 'honorable kill' per mission by either solo-killing an opponent with more BV (and, if you're feeling generous, by solo-killing a 'Mech in a higher weight class), or by eliminating a combined total of enemy units whose BV exceeds the BV of the player unit. That lets Assault 'Mechs still score an 'honorable kill' by eliminating a lot of enemies, but will make it easier for lighter units to gain honor.
- - If two or more players attack the same 'Mech, split the BV evenly between them no matter how much damage was actually done. Encourage them to negotiate for kill-sharing to help underpowered or costly units gain honor.
- - +1 Honor if a player scores an honorable kill(s) by defeating either a single enemy 'Mech with more BV or defeating , but I'd limit it to a single +1 for a mission unless someone really overperforms (like: solos the entire opforce overperforms). That encourages the players to share the love, because helping other players score honor is good for them in the long-term.
- - +1 Honor if they lose a Mechwarrior (not a 'Mech).

- Give each player 2 green 4/4 pilots, 2 regular 3/4s, and 1 3/4 with decent basic SPA like Lucky.
- - Players can spend honor to upgrade a pilot's skill. I'd make this an exponential progression: 5->4 - 1 Honor, 4->3 2 honor, 3->2 4 honor, 2->1 8 honor and cap them so that skills can never be more than +/-1 apart (i.e. they can't have a 2/4 pilot, they've gotta drop piloting to 3 before they can drop gunnery to 2). They've got 5 pilots to juggle so you probably won't need to worry about anyone gunning for a 1/2.
- - SPAs cost their Alpha Strike points value in Honor (charge more for Terrain Master: Forest or outright ban it, it's broken).
- - Injured pilots can't be deployed on the next mission, then heal afterwards.
- - It should cost 2 points or so to 'hire' a 4/4 green pilot, you could also let them steal a more skilled pilot from a backup star but I'd make that cost extra. You could also let them bring on a trash 5/5 pilot for 0 points (it'll cost 2 points to make them a 4/4 so that's fair)

- Each star has fixed 'Mechs and Mechwarriors, let the players choose which star they want to control. If you want to be really cool, make a quick excel sheet with name, piloting, gunnery, a place to write SPAs, and a little picture of the pilot. I did that for a Mercenary game and my players loved it.

- I'd suggest some combination of Raider, Front Line, Cavalry, and Siege Stars with an NPC star of Elementals that you can use for 'capture the flag' missions. Give each star a real role and let the players choose which roles they want. Design missions with those roles in mind. Any stars they don't pick become backup stars, let the players use the back-up stars as a source for a quick power-boost / temporary 'Mech replacement as needed.
- - If a backup star loses a 'Mech, replace it with something worse. If the backup stars haven't lost anything in a while and the players have gotten some solid upgrades in, replace their worst unit with something better just to show they're also fighting / contributing, just in places the players can't see.
- - Let them mix and match units between player-controlled stars at no cost, so everyone can bring a 'Mech they're interested in actually playing. If they decide Battle Star is the go-to for a mission but want to call in a 'Mech from Cavalry Star or a backup star, let them.

- Give your mission briefing and let them do their planning and negotiations while you do mapsheet setup. If you want to get fancy, let them know whether they've got "good," "poor," or "no" recon for the mission. They may change their mind about deploying all of their slow units if you lay Green Hell or poo poo Lake smack in the middle of the play area while they're negotiating.
- - If they have "poor" recon, as soon as they're done negotiating and ready to deploy, replace one of the mapsheets with a different one to represent how badly their scouts hosed up. If they have no recon, don't place any mapsheets down and let them base their comp solely on the objective / expected OpForce.

Edit: Forgot one
- Let them know if another Clan force is present (either allied or from a different Clan). Give the players an opportunity to fight a Trial of Possession for one of their 'Mechs.
- - "The Steel Vipers are also in-system bidding on the right to take this planet, and you've heard good things about the Crossbow. Would you like to fight a Trial of Possession to try to secure one for the Battle Lance?"

PoptartsNinja fucked around with this message at 21:44 on Jun 24, 2021

AAAAA! Real Muenster
Jul 12, 2008

My QB is also named Bort

PoptartsNinja posted:

I've got some thoughts on this, but they're somewhat disjointed. I'll see if I can't put them down as a mini-ruleset. I made this with Alpha Strike in mind, but it'd be pretty easy to port to standard play.

Short version:
- Currency is Honor. Everything costs honor.

- Players earn 1-3 honor for completing missions (1 if they drop knowing they'll outclass the OpForce, 3 if they drop knowing the OpForce will outclass them, 2 if they push for an even fight).
- - Players can score one 'honorable kill' per mission by either solo-killing an opponent with more BV (and, if you're feeling generous, by solo-killing a 'Mech in a higher weight class), or by eliminating a combined total of enemy units whose BV exceeds the BV of the player unit. That lets Assault 'Mechs still score an 'honorable kill' by eliminating a lot of enemies, but will make it easier for lighter units to gain honor.
- - If two or more players attack the same 'Mech, split the BV evenly between them no matter how much damage was actually done. Encourage them to negotiate for kill-sharing to help underpowered or costly units gain honor.
- - +1 Honor if a player scores an honorable kill(s) by defeating either a single enemy 'Mech with more BV or defeating , but I'd limit it to a single +1 for a mission unless someone really overperforms (like: solos the entire opforce overperforms). That encourages the players to share the love, because helping other players score honor is good for them in the long-term.
- - +1 Honor if they lose a Mechwarrior (not a 'Mech).

- Give each player 2 green 4/4 pilots, 2 regular 3/4s, and 1 3/4 with decent basic SPA like Lucky.
- - Players can spend honor to upgrade a pilot's skill. I'd make this an exponential progression: 5->4 - 1 Honor, 4->3 2 honor, 3->2 4 honor, 2->1 8 honor and cap them so that skills can never be more than +/-1 apart (i.e. they can't have a 2/4 pilot, they've gotta drop piloting to 3 before they can drop gunnery to 2). They've got 5 pilots to juggle so you probably won't need to worry about anyone gunning for a 1/2.
- - SPAs cost their Alpha Strike points value in Honor (charge more for Terrain Master: Forest or outright ban it, it's broken).
- - Injured pilots can't be deployed on the next mission, then heal afterwards.
- - It should cost 2 points or so to 'hire' a 4/4 green pilot, you could also let them steal a more skilled pilot from a backup star but I'd make that cost extra. You could also let them bring on a trash 5/5 pilot for 0 points (it'll cost 2 points to make them a 4/4 so that's fair)

- Each star has fixed 'Mechs and Mechwarriors, let the players choose which star they want to control. If you want to be really cool, make a quick excel sheet with name, piloting, gunnery, a place to write SPAs, and a little picture of the pilot. I did that for a Mercenary game and my players loved it.

- I'd suggest some combination of Raider, Front Line, Cavalry, and Siege Stars with an NPC star of Elementals that you can use for 'capture the flag' missions. Give each star a real role and let the players choose which roles they want. Design missions with those roles in mind. Any stars they don't pick become backup stars, let the players use the back-up stars as a source for a quick power-boost / temporary 'Mech replacement as needed.
- - If a backup star loses a 'Mech, replace it with something worse. If the backup stars haven't lost anything in a while and the players have gotten some solid upgrades in, replace their worst unit with something better just to show they're also fighting / contributing, just in places the players can't see.
- - Let them mix and match units between player-controlled stars at no cost, so everyone can bring a 'Mech they're interested in actually playing. If they decide Battle Star is the go-to for a mission but want to call in a 'Mech from Cavalry Star or a backup star, let them.

- Give your mission briefing and let them do their planning and negotiations while you do mapsheet setup. If you want to get fancy, let them know whether they've got "good," "poor," or "no" recon for the mission. They may change their mind about deploying all of their slow units if you lay Green Hell or poo poo Lake smack in the middle of the play area while they're negotiating.
- - If they have "poor" recon, as soon as they're done negotiating and ready to deploy, replace one of the mapsheets with a different one to represent how badly their scouts hosed up. If they have no recon, don't place any mapsheets down and let them base their comp solely on the objective / expected OpForce.

Edit: Forgot one
- Let them know if another Clan force is present (either allied or from a different Clan). Give the players an opportunity to fight a Trial of Possession for one of their 'Mechs.
- - "The Steel Vipers are also in-system bidding on the right to take this planet, and you've heard good things about the Crossbow. Would you like to fight a Trial of Possession to try to secure one for the Battle Lance?"
:drat: I was hoping for a link or two, this is way better and amazing. Takes some of the thoughts I had but makes them better! Is there a good place to find a list of SPAs and a TRO that lists mech quirks? I've looked around on Sarna but havent found anything outside of a stub saying something about a manual called "Campaign Operations"

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat

AAAAA! Real Muenster posted:

:drat: I was hoping for a link or two, this is way better and amazing. Takes some of the thoughts I had but makes them better! Is there a good place to find a list of SPAs and a TRO that lists mech quirks? I've looked around on Sarna but havent found anything outside of a stub saying something about a manual called "Campaign Operations"

The BattleMech manual has a full list of 'Mech quirks, for every 'Mech that existed as of the time it was printed. Some are very clearly for the most common configuration, but feel free to tweak them. They're intended to be flexible and it is possible for a 'Mech to have a non-standard quirk (you just might want to remove the 'Ubiquitous' quirk if you give a 'Mech something unusual)

Unfortunately, SPAs haven't really hit any tabletop rulebook. It's a big omission. The best source for them is Alpha Strike Commander Edition or the new MechWarrior Destiny RPG. You have to do some adjustments to some to port them over, but most translate almost 1:1.


Terrain Master: Forest is broken because it reduces the MP cost for woods by 1 while also granting a +1 ToHit bonus against enemy attacks while you're in woods. One option or the other would've been plenty, and honestly the movement buff would be my go-to since that's what the other terrain master quirks generally do.

PoptartsNinja fucked around with this message at 02:28 on Jun 25, 2021

CoffeeQaddaffi
Mar 20, 2009

thiswayliesmadness posted:

Put my orders in. Doing a run about behind the Gun Prime and unloading everything into it to hopefully finish it off this turn. Dekker's likely not getting on board, but I kind of expected that. Been a great mission though and a neat twist at the end!

Might want to just go for a spite leaving, I'm jumping to 1329 and gonna try roasting some of those Shanliangs trying to breach.

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PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
Repossession 17
“It doesn’t matter, Glitch! Get back on the Hysteria!”

The Flea fell as Dekker’s lasers cut it down from behind. A ‘Mech that slow was no match for his Venom—there were few light ‘Mechs speedy and dangerous enough to give him pause. The Flea’s firepower was nothing to scoff at but just like the BattleArmor they transported, they still relied on bigger, heavier units to draw enemy attention.

A shot from the Raven’s large laser missed him by a meter. He’d heard rumors that the Lyrans had managed to arm a light ‘Mech with a large laser; but their Wolfhound was comparatively slow. Between the Raven and the Firebee-lookalike perched on a nearby mesa, the Capellans were fielding two new ‘Mechs that would make short work of any scout they came across. At least the Firebee didn’t seem to be any swifter than the Lyran Wolfhound, but the addition of jump jets in lieu of a secondary armament was still more than enough to maintain an advantage over the Concordat’s Stingers.

Dekker grimaced. Someone was going to pay a pretty penny for his battle data, provided he made it out intact.







Movement Phase
SDR-17K Venom (Player)
[Combat Intuition]
- Fires Medium Laser at Gùn Prime (3 base + 0 range + 2 movement + 2 enemy movement + 1 heat - 1 laser = 7): rolled 8, hit Left Leg (2/6 armor remaining)!
- Fires Medium Laser at Gùn Prime (3 base + 0 range + 2 movement + 2 enemy movement + 1 heat - 1 laser = 7): rolled 4, missed!
- Fires Pulse Laser at Gùn Prime (3 base + 0 range + 2 movement + 2 enemy movement + 1 heat - 1 laser = 7): rolled 12, hit Center Torso (0/3 structure remaining)! ’Mech Destroyed!
- Fires Pulse Laser at Gùn Prime (3 base + 0 range + 2 movement + 2 enemy movement + 1 heat - 1 laser = 7): Rolled 8, hit Center Torso!
- Gains 22 heat, sinks 19! Overheating!

Vindicator (Player)
- Jumps into hex 1329!
- Must pass a piloting test or fall (4 base + 2 actuator damage = 6): rolled 6, succeeds!


Shooting Phase
SDR-17K Venom (Player)
- [Combat Intuition]
- Gains 22 heat, sinks 19! Overheating!

VND-9L Vindicator (Player)
- No Line of Sight to primary target!
- Gains 3 heat, sinks 14!

TDF Foot Platoon #1
- Hold fire!

TDF Foot Platoon #2
- Hold fire!

Gùn B
- Holds fire!
- Gains 2 heat, sinks 10!

Yinghuochong
- Fires Large Laser at Vindicator (3 base + 0 range + 0 movement + 2 enemy movement - 1 laser - 1 improved targeting (short) = 3): rolled 12, hit Rear Center Torso (0/9 armor, 8/14 structure remaining)! Crit!
- Gains 8 heat, sinks 11! Overheating!

Raven II
- Fires Large Laser at Spider (3 base + 0 range + 2 movement + 3 enemy movement - 1 laser - 1 focus = -6): rolled 5, missed!

Shanliang Team #1
- Fire Pulse Lasers at Venom (3 base + 0 range + 3 enemy movement - 1 laser = 5): Rolled 5, with a cluster roll of 2: 2 troopers hit Center Torso (7/11 structure remaining (Crit)), Right Arm (5/8 armor remaining)!
- Fire Pulse Lasers at Venom (3 base + 0 range + 3 enemy movement - 1 laser = 5): Rolled 7, with a cluster roll of 10: 5 troopers hit Left Leg (0/12 armor, 7/8 structure remaining (Crit!)), Left Leg (4/8 structure remaining (Crit!)), Right Leg (0/12 armor remaining), Left Leg (1/8 structure remaining (Crit!)), Right Arm (2/8 armor remaining),

Shanliang Team #2
- Initiate swarm attack on Vindicator (4 base + 2 surviving troopers + 2 enemy movement = 8): rolled 6, swarm attack fails!


Shooting End Phase:
Vindicator (Player)
- Critical chance in Center Torso: rolled 6, no critical hits sustained!

Venom (Player)
- Critical chance in Center Torso: rolled 8, 1 critical hit sustained!
- - XL Gyro damaged!
- Critical chance in Left Leg: rolled 8, 1 critical hit sustained!
- - Foot actuator damaged!
- Critical chance in Left Leg: rolled 8, 1 critical hit sustained!
- - Hip actuator damaged!
- Critical chance in Left Leg: rolled 3, no critical hits sustained!
- Must pass a piloting test or fall (3 base + 2 actuator damage + 1 gyro damage + 1 heat = 7): rolled 7, succeeds!
- Must pass a guts test to avoid forced withdrawal (5 base + 3 critical damage = 8): rolled 11, succeeds!


Physical Combat Phase:


Physical Combat End Phase:


Turn End Phase:
Vindicator (Player)
- Extracts into the Hysteria!


Next Turn’s Movement Phase
Shanliang Team #1
- Enemy ‘Mech within movement range, gain ACE status!




Map Link


Primary Objective
- Destroy all enemy BattleMechs (Complete!)
- Destroy one Capellan BattleMech and at least one ‘Mech must escape on the Hysteria (Complete!)!

Secondary Objectives
- Destroy Demolisher Devastator Tank (Complete!)
- Destroy or drive off enemy vehicles (Complete!)

Tertiary Objectives
- Crush something with the Hysteria (Complete!)
- Hysteria Radio Repaired: (Complete!)


Player Status:



OpForce Status:


CCAF Status:



Special Rules
- Marksman SPA: When a unit with the Marksman remains stationary and fires a single weapon that does 10 damage or less, a successful attack always results in an automatic Through-Armor Critical chance.
- Human TRO: A unit with the Human TRO SPA automatically identifies enemy units in Line of Sight, if their identities and capabilities would normally be hidden. Once per game, a Mechwarrior with the Human TRO SPA may specify a single weapon. An attack made with that weapon that successfully strikes an enemy target scores an automatic Through-Armor Critical chance.
- Combat Intuition: A unit with Combat Intuition automatically resolves all of its shooting attacks in the movement phase. Enemy units that do not also have Combat Intuition suffer the effects of these attacks immediately. A unit with Combat Intuition may voluntarily choose to delay their attack to the normal shooting phase.
- Melee Specialist: A unit with Melee Specialist applies a -1 bonus ToHit with all melee attacks.
- Fist Fire: A unit with fist fire receives a -1 bonus ToHit with all point-blank weapon attacks, and may include all arm-mounted weapons with the Melee tag during the attack.
- Sniper: A unit with the Sniper SPA reduces the ToHit penalty for medium range by 1, and the ToHit penalty for long range by 2.
- Crushing Extraction: Once per game, any player may call on Langton for extraction. The player calling to withdraw chooses a target hex for the Hysteria to land in. If a unit occupies the designated hex, it will be instantly destroyed when the Hysteria lands. Players may only extract from hexes adjacent to the Hysteria.


Orders Due: Any Time On Tuesday!

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